继续新技能系统
This commit is contained in:
@@ -328,9 +328,9 @@ export const SkillSet: Record<number, SkillConfig> = {
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buffs:[],debuffs:[],info:"向最前方敌人释放寒冰弹,造成100%攻击的伤害"
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},
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6005: {
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uuid:6005,name:"火球术",for_hero:true,sp_name:"atk_fire",AtkedType:AtkedType.fire,path:"3039",quality:QualitySet.BLUE,TType:TType.Frontline,
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uuid:6005,name:"火球术",for_hero:true,sp_name:"atk_fires",AtkedType:AtkedType.fire,path:"3039",quality:QualitySet.BLUE,TType:TType.Frontline,
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TGroup:TGroup.Enemy,SType:SType.damage,act:"atk",DTType:DTType.single,CdType:CdType.cd,AType:AType.linear,EType:EType.collision,
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ap:100,cd:5,in:0,hit_num:1,hit:2,hited:0.3,speed:720,cost:10,fname:"max",flash:false,with:90,maxC:1,
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ap:100,cd:5,in:1,hit_num:1,hit:2,hited:0.3,speed:720,cost:10,fname:"max",flash:false,with:90,maxC:1,
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buffs:[],debuffs:[{debuff:DebuffAttr.STUN,dev:0,deC:1,deR:50}],info:"召唤大火球攻击前方所有敌人,造成300%攻击的伤害,有一定几率施加灼烧"
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},
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6006: {
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@@ -442,9 +442,9 @@ export const SkillSet: Record<number, SkillConfig> = {
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// debuff:0,deV:0,deC:0,deR:100,in:0.8,ap:70,cd:60,in:0,hit_num:1,hit:1,hited:1,speed:720,hero:5221,cost:10,info:"召唤一个骷髅战士为我方而战"},
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// ========== 超必杀 ========== 6200-6299
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6201: {
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uuid:6201,name:"陨石风暴",for_hero:true,sp_name:"fireys",AtkedType:AtkedType.atked,path:"3101",quality:QualitySet.ORANGE,TType:TType.Frontline,
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uuid:6201,name:"满天火雨",for_hero:true,sp_name:"atk_fires",AtkedType:AtkedType.atked,path:"3101",quality:QualitySet.ORANGE,TType:TType.Frontline,
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TGroup:TGroup.Ally,SType:SType.damage,act:"atk",DTType:DTType.range,CdType:CdType.power,AType:AType.fixedEnd,EType:EType.animationEnd,
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ap:500,cd:5,in:0,hit_num:1,hit:1,hited:0.3,speed:720,cost:10,fname:"max",flash:false,with:90,maxC:5,
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ap:100,cd:5,in:2,hit_num:1,hit:5,hited:0.3,speed:720,cost:10,fname:"max",flash:false,with:90,maxC:5,
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buffs:[],debuffs:[],info:"在最前方敌人位置,召唤陨石攻击敌人,造成500%攻击的伤害"
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},
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@@ -191,7 +191,7 @@ export const HeroInfo = {
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buff:[],info:"普通怪物-战士型"},
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5225:{uuid:5225,name:"精英独眼",path:"mo1", fac:FacSet.MON, quality:QualitySet.BLUE,lv:1,kind:1,
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type:HType.warrior,hp:45,mp:100,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6006],
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type:HType.warrior,hp:45,mp:100,def:5,ap:12,dis:300,cd:2,speed:100,skills:[6005],
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buff:[],info:"精英怪物-战士型"},
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5226:{uuid:5226,name:"精英牛头",path:"mo1", fac:FacSet.MON, quality:QualitySet.BLUE,lv:1,kind:1,
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@@ -12,7 +12,7 @@ import { MonModelComp } from './MonModelComp';
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import { HeroModelComp } from './HeroModelComp';
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import { FightSet } from '../common/config/Mission';
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import { Timer } from 'db://oops-framework/core/common/timer/Timer';
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import { SkillCon } from '../skill/SkillCon';
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import { SkillEnt } from '../skill/SkillEnt';
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const { ccclass, property } = _decorator;
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@ccclass('SkillCon')
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@@ -104,7 +104,7 @@ export class SkillConComp extends CCComp {
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}
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this.HeroView.playSkillEffect(config.uuid)
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const skillEntity = ecs.getEntity<SkillCon>(SkillCon);
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const sEnt = ecs.getEntity<SkillEnt>(SkillEnt);
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const timerId = setTimeout(() => {
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@@ -112,17 +112,16 @@ export class SkillConComp extends CCComp {
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if (!this.node || !this.node.isValid || !this.HeroView || !this.HeroView.node || !this.HeroView.node.isValid) {
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return;
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}
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if(config.uuid==6001){
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if(config.uuid==6021){
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console.log("[SkillConComp] 技能起始坐标:",this.HeroView.node.position.x + BoxSet.ATK_X * this.HeroView.scale,this.HeroView.node.position.y + BoxSet.ATK_Y,0)
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}
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skillEntity.load(
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sEnt.load(
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new Vec3(this.HeroView.node.position.x + BoxSet.ATK_X * this.HeroView.scale,
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this.HeroView.node.position.y + BoxSet.ATK_Y, 0),
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this.node.parent,
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config.uuid,
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new Vec3(target.x, target.y+BoxSet.ATK_Y, 0),
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[new Vec3(target.x, target.y+BoxSet.ATK_Y, 0)],
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this.HeroView,
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0,
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dmg
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);
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}, 300);
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@@ -67,62 +67,15 @@ export class AtkConCom extends CCComp {
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this.initializeSkillConfig();
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// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
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// this.on(ModuleEvent.Cmd, this.onHandler, this);
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this.node.setPosition(this.startPos.x,this.startPos.y,0)
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this.anim=this.node.getComponent(Animation)
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this.on(GameEvent.MissionEnd, this.doDestroy, this);
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this.node.active = true;
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let collider = this.getComponent(Collider2D);
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if(collider) {
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collider.group = this.group;
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collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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}
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let bm=this.node.getComponent(BezierMove)
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// //console.log(this.group +"技能 collider ",collider);
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switch(this.skillConfig.AType){
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case AType.parabolic:
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this.node.angle +=10
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// bm.speed=700
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if(this.group==BoxSet.MONSTER) {bm.controlPointSide=-1 }
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bm.rotationSmoothness=0.6
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bm.moveTo(this.targetPos)
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break;
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case AType.linear:
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let s_x=this.startPos.x
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let s_y=this.startPos.y
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let t_x=this.targetPos.x
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let t_y=this.targetPos.y
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// 设定目标x
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this.targetPos.x = 400;
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if(this.group == BoxSet.MONSTER) {
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bm.controlPointSide = -1;
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this.targetPos.x = -400;
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}
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// 计算斜率
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const k = (t_y - s_y) / (t_x - s_x);
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// 按直线公式计算新的y
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this.targetPos.y = k * (this.targetPos.x - s_x) + s_y;
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bm.controlPointOffset=0
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bm.rotationSmoothness=0.6
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bm.moveTo(this.targetPos);
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break;
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case AType.StartEnd:
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// 2段位移:先升高,然后移到目的地
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this.node.setPosition(this.startPos.x > 360?300:this.startPos.x,0,0)
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this.do_anim()
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break;
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case AType.fixedEnd:
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this.node.setPosition(this.targetPos.x > 360?300:this.targetPos.x,0,0)
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this.do_anim()
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break;
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case AType.fixedStart: //
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if(this.s_uuid==6001){
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console.log("skillcom startPos",this.startPos)
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}
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this.node.setPosition(this.startPos.x > 360?300:this.startPos.x,0,0)
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this.do_anim()
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break;
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}
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this.anim=this.node.getComponent(Animation)
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this.on(GameEvent.MissionEnd, this.doDestroy, this);
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this.node.active = true;
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let collider = this.getComponent(Collider2D);
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if(collider) {
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collider.group = this.group;
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collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
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}
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}
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do_anim(){
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if(this.node.getComponent(Animation)){
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@@ -6,12 +6,13 @@ import { smc } from "../common/SingletonModuleComp";
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import { FacSet } from "../common/config/BoxSet";
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import { HType } from "../common/config/heroSet";
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import { SkillViewCom } from "./SkillViewCom";
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import { HeroViewComp } from "../hero/HeroViewComp";
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/** SkillCon 模块 */
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@ecs.register(`SkillCon`)
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export class SkillCon extends ecs.Entity {
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@ecs.register(`SkillEnt`)
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export class SkillEnt extends ecs.Entity {
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load(startPos: Vec3, parent: Node, uuid: number, targetPos: Vec3, caster:any=null, angle:number=0,dmg:number=0) {
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load(startPos: Vec3, parent: Node, uuid: number, targetPos: any[], caster:HeroViewComp=null,dmg:number=0) {
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const config = SkillSet[uuid];
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if (!config) {
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console.error("[Skill] 技能配置不存在:", uuid);
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@@ -45,10 +46,8 @@ load(startPos: Vec3, parent: Node, uuid: number, targetPos: Vec3, caster:any=n
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}
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}
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}
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node.angle+=angle
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// 添加技能组件
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const SComp = node.getComponent(SkillViewCom); // 初始化技能参数
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// 只设置必要的运行时属性,配置信息通过 SkillSet[uuid] 访问
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Object.assign(SComp, {
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// 核心标识
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@@ -60,6 +59,7 @@ load(startPos: Vec3, parent: Node, uuid: number, targetPos: Vec3, caster:any=n
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fac: caster.fac,
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// 技能数值
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ap: caster.Attrs[BuffAttr.AP],
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caster: caster,
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caster_crit: caster.Attrs[BuffAttr.CRITICAL],
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caster_crit_d: caster.Attrs[BuffAttr.CRITICAL_DMG],
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puncture: caster.Attrs[BuffAttr.PUNCTURE],
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@@ -89,12 +89,3 @@ load(startPos: Vec3, parent: Node, uuid: number, targetPos: Vec3, caster:any=n
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super.destroy();
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}
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}
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/** SkillCon 模块业务逻辑系统组件,如无业务逻辑处理可删除此对象 */
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export class EcsSkillConSystem extends ecs.System {
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constructor() {
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super();
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// this.add(new ecs.ComblockSystem());
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}
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}
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@@ -1,7 +1,9 @@
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import { _decorator } from "cc";
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import { _decorator, instantiate, Node, Prefab } from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { HeroViewComp } from "../hero/HeroViewComp";
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import { BuffAttr, RType, SkillSet } from "../common/config/SkillSet";
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import { AtkConCom } from "./AtkConCom";
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const { ccclass, property } = _decorator;
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@@ -10,18 +12,23 @@ const { ccclass, property } = _decorator;
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@ecs.register('SkillView', false)
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export class SkillViewCom extends CCComp {
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/** 视图层逻辑代码分离演示 */
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@property({ type: Prefab })
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atkPrefab: Prefab = null!
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@property({ type: Number })
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runType: number = 0;
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@property({ type: Boolean })
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hasReady: boolean = false;
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@property({ type: Number })
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ReadyTime: number = 0;
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@property({ type: Number })
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postion_y: number = 0;
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endTime: number = 0;
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s_uuid:number=0;
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s_count:number=1;
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s_interval:number=0.2;
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s_cd:number=0;
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caster:HeroViewComp=null;
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cName:string="";
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target:HeroViewComp=null;
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parent:Node=null;
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target_postions:any[]=null
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@@ -43,54 +50,104 @@ export class SkillViewCom extends CCComp {
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debuff_up:number=0;
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debuff_value:number=0;
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debuff_count:number=0;
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targetPos:any[]=null
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start() {
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// var entity = this.ent as ecs.Entity; // ecs.Entity 可转为当前模块的具体实体对象
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// this.on(ModuleEvent.Cmd, this.onHandler, this);
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this.cName = this.caster.hero_name
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this.node.getChildByName("ready").active = this.hasReady
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}
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protected update(dt: number): void {
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this.doTimer(dt)
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this.move(dt)
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this.doEnd(dt)
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if(this.hasReady) {
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this.doTimer(dt)
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if(this.ReadyTime <= 0) {
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this.doAtk(dt)
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}
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}{
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this.doAtk(dt)
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}
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this.move(dt)
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}
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doEnd(dt: number) {
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this.endTime += dt
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if(this.endTime >= SkillSet[this.s_uuid].in) {
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this.ent.destroy()
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}
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}
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doTimer(dt: number){
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if(this.ReadyTime <= 0) return
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this.ReadyTime -= dt
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if(this.ReadyTime > 0&&this.hasReady) this.ReadyTime -= dt
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}
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doAtk(dt:number): void {
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// console.log(`${this.cName}_[SkillViewCom] doAtkC`)
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if(this.s_cd <= 0&&this.s_count > 0) {
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this.doSkill()
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this.s_count--
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this.s_cd = this.s_interval
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}
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this.s_cd -= dt
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if(this.s_cd > 0) this.s_cd -= dt
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}
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doSkill(){
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console.log("doSkill")
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console.log(`${this.cName}_[SkillViewCom] doSkill`,this.atkPrefab)
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if(this.atkPrefab!=null){
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let atkNode:Node = instantiate(this.atkPrefab)
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atkNode.parent = this.node.parent
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atkNode.setPosition(this.node.position)
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let atkCom=atkNode.getComponent(AtkConCom)
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Object.assign(atkCom, {
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// 核心标识
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s_uuid: this.s_uuid,
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// 位置和施法者信息
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startPos: this.node.position,
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targetPos: this.targetPos[0],
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group: this.caster.box_group,
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fac: this.caster.fac,
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// 技能数值
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ap: this.caster.Attrs[BuffAttr.AP],
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caster: this.caster,
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caster_crit: this.caster.Attrs[BuffAttr.CRITICAL],
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caster_crit_d: this.caster.Attrs[BuffAttr.CRITICAL_DMG],
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puncture: this.caster.Attrs[BuffAttr.PUNCTURE],
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puncture_damage: this.caster.Attrs[BuffAttr.PUNCTURE_DMG],
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burn_count: this.caster.Attrs[BuffAttr.BURN_COUNT],
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burn_value: this.caster.Attrs[BuffAttr.BURN_VALUE],
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stun_time: this.caster.Attrs[BuffAttr.STUN_TIME],
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stun_ratio: this.caster.Attrs[BuffAttr.STUN_RATIO],
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frost_time: this.caster.Attrs[BuffAttr.FROST_TIME],
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frost_ratio: this.caster.Attrs[BuffAttr.FROST_RATIO],
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debuff_up: this.caster.Attrs[BuffAttr.DEBUFF_UP],
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debuff_value: this.caster.Attrs[BuffAttr.DEBUFF_VALUE],
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debuff_count: this.caster.Attrs[BuffAttr.DEBUFF_COUNT],
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});
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switch(this.runType){
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case RType.linear:
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this.do_linear(atkNode)
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break
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case RType.bezier:
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this.do_bezier(atkNode)
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break
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case RType.fixed:
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this.do_fixed(atkNode)
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break
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}
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}
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}
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move(dt: number): void {
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if(this.caster == null) return
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if(this.caster.is_dead) return
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if(this.caster.node.isValid) return
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this.node.setPosition(this.caster.node.position.x,this.caster.node.position.y+this.postion_y)
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console.log("[skillview]move",this.caster.node.position,this.node.position)
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do_linear(atkNode:any): void {
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console.log(`${this.cName}_[SkillViewCom] skille run type: linear`)
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}
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do_bezier(atkNode:any): void {
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console.log(`${this.cName}_[SkillViewCom] skille run type: bezier`)
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}
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do_fixed(atkNode:any): void {
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console.log(`${this.cName}_[SkillViewCom] skille run type: fixed`)
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}
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/** 全局消息逻辑处理 */
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// private onHandler(event: string, args: any) {
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// switch (event) {
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// case ModuleEvent.Cmd:
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// break;
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// }
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// }
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/** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */
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move(dt: number): void {
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// console.log(`${this.cName}_[SkillViewCom] move`)
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if(this.caster != null&&this.caster.node!=null) this.node.setPosition(this.caster.node.position.x,this.caster.node.position.y+this.postion_y)
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// console.log(`${this.cName}_[skillview]move`,this.caster.node.position,this.node.position)
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}
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reset() {
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this.node.destroy();
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}
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Reference in New Issue
Block a user